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Mutli-Use Analyzers Feedback Thread

First post First post
Author
Tristan Agion
Royal Amarr Institute
Amarr Empire
#81 - 2016-04-29 11:33:24 UTC
CCP RedDawn wrote:
In the earlier posts I mention that I've increased the Strength values to the same as the Tech I and Tech II variants. I've also updated the initial post. These new analyzers now only have 1 less utility slot, less Coherence and a higher CPU requirement.

What is your reasoning for not simply combining current Tech I Data/Relic into one combined scanner, and likewise for Tech II, and then leave room for future faction (combined) scanners on top of these?

I would bet a considerable amount of money that most active explorers would prefer that. And no, not just because they get a "free mid slot". Again, for most exploration fits that mid slot really doesn't matter all that much. It would mostly help low skill players, who can add another array. Maybe some unified fits can become viable that before required switching via a mobile depot. And a few people who now have only a relic analyser fitted will then also be able to access data sites. That's about it.

Indeed, you can de facto suppress the "mid slot advantage" by raising the fitting requirements in CPU/PG enough over the straight addition of requirements for the separated module. Though I really don't think that this indirect boost to mostly explorer and covops frigates is overpowered at all.

I think a straight up fuse would make sense conceptually (lore-technologically), would acknowledge that there really is only one mini-game to be played here, would be in line with recent CCP tiercide, and importantly would give you much more interesting future options with proper faction gear.
Circumstantial Evidence
#82 - 2016-04-29 13:08:52 UTC
Tristan Agion wrote:
CCP RedDawn wrote:
In the earlier posts I mention that I've increased the Strength values to the same as the Tech I and Tech II variants. I've also updated the initial post. These new analyzers now only have 1 less utility slot, less Coherence and a higher CPU requirement.
What is your reasoning for not simply combining current Tech I Data/Relic into one combined scanner, and likewise for Tech II, and then leave room for future faction (combined) scanners on top of these?
CCP RedDawn wrote:
* In regards to the overall combination of both data and relic sites, I'd much rather introduce a higher level of variance to both of the hacking variations overall than combine them together. The hacking game itself has so much more depth potential which I wish to revisit in the future
And so, we just have to hold on to hope that CCP RedDawn eventually gets the go-ahead to add some new variations to the data and relic puzzle mechanics.

With the module revisions, I will definitely be interested in them. Same strength, Less coherence ... more risk of losing some loot when taking a bad path, but still gives a fighting chance. Coherence is a good statistic to balance on.

For general low and null sites I might stop using the T2 parts. I've lost ships misjudging the superior sleeper cache, we asked for more complication and got it, lol. So I leave that one alone. More loot for someone else ;)
Soldarius
Dreddit
Test Alliance Please Ignore
#83 - 2016-04-29 13:40:12 UTC
I'm afraid I have to agree with the majority here. Having as much virus strength as possible is my number one priority. I can always use a depot to swap modules, and most covops frigates have plenty of mid-slots and CPU, so long as they do not have an expanded probe launcher fit.

http://youtu.be/YVkUvmDQ3HY

Ransu Asanari
Perkone
Caldari State
#84 - 2016-04-29 18:28:20 UTC
First off, thank you CCP RedDawn for following up on your commitment to improving exploration sites. I can see that you definitely did follow through with looking into ways of making the High-Tech items useful, and I appreciate that. I hope we can continue to see iterations to make Data Sites more profitable, and bring them up to a level where they would be desired to be run at the same rate as Relic sites.

Making a Storyline hacking module makes sense to me, as does using the High-Tech items. Now the patchnotes where the High-Tech item drop rate was significantly reduced makes sense.

That said, I don't think combining the module in this manner is a good idea. If there are plans to diverge the Data and Relic site minigames even more or improve on them, having the separate modules will make more sense going forward as well.

Reducing the effectiveness of the Data/Relic Analyzer by reducing the coherence means you have less capability to run the higher end sites, like the Sleeper Cache sites. We are already taking a reduction in effectiveness by having to fly an Astero or Stratios/T3 to run the Sleeper Cache sites for tank. And that's exactly when you'd need a combined module like this.

Personally I wouldn't ever use this module when I can just swap for the T2 modules for max strength and coherence.

Instead, can I suggest creating separate Data and Relic Analyzer Storyline modules that have a more "compact" fitting? This would follow along the same Tiercide path as other Storyline items. And as a special ability, if possible, give them an increased range to loot from hacked cans. Right now the modules operate at 5000m or 6000m (I'm not sure why one is lower), but you still have to get within 2500m to loot from a can. Typically I keep at range on a container at 2200m while I hack so I can still cloak if I get dropped on, and I can also loot.

Being able to hack and loot at a longer range gives more flexibility in the site to avoid other obstacles that can decloak you, improves quality of life, and makes navigating easier for less experienced explorers. That would make the Storyline modules very desirable, in my opinion.
Ransu Asanari
Perkone
Caldari State
#85 - 2016-04-29 18:43:03 UTC
If you are looking for things we could potentially do for other improvements to Exploration, can I suggest the following:


  • Seprate "Sisters of EVE" or "Society of Concious Thought" Faction Data/Relic Analyzers which have the same Virus Strength as T2, but less coherence, and take more CPU, like you originally proposed. This would give an option to newer players who can pay more for the modules, but haven't trained for the T2 modules yet.

  • Inventable T2 Core Scanner Probes, and T2 Combat Scanner Probes. I'm not sure why the SoE Faction and RSS Storyline versions are the only options for these. Why don't we have a T2 variant for the probes themselves?

  • Midslot "Archaeology" and "Hacking" Arrays which provide additional Virus Coherence. These would be similar to the Scan Acquisition/Rangefinding/Pinpointing Arrays, which use the Spatial Attunement Unit (only in the T2) which drop from Data/Relic Sites. Maybe we can find more uses for them here, and for the High-Tech items? I like that Virus Strength is limited by your skills and the hull, but this might give more interesting choices than always using rigs like Memetic Algorithm Bank and Emission Scope Sharpener to increase coherence, and give the players more choice to have to constantly refit different arrays for different tasks, or be worse at either scanning, hacking data sites, or hacking relic sites.

  • Long Term - Potentially Advanced Archaology and Advanced Hacking skills and modules and sites that require them? The skill tree for this activity does include all of the scanning skills, and tanking skills to run the harder sites like the Gas sites and Sleeper Cache/Ghost sites. The Drifter Wormholes also require a good mix of offensive and defensive skills, as well as hacking. Just something to think about.
Tzar Sinak
Mythic Heights
#86 - 2016-04-29 18:56:46 UTC
Ransu Asanari wrote:
If you are looking for things we could potentially do for other improvements to Exploration, can I suggest the following:


  • Seprate "Sisters of EVE" or "Society of Concious Thought" Faction Data/Relic Analyzers which have the same Virus Strength as T2, but less coherence, and take more CPU, like you originally proposed. This would give an option to newer players who can pay more for the modules, but haven't trained for the T2 modules yet.

  • Inventable T2 Core Scanner Probes, and T2 Combat Scanner Probes. I'm not sure why the SoE Faction and RSS Storyline versions are the only options for these. Why don't we have a T2 variant for the probes themselves?

  • Midslot "Archaeology" and "Hacking" Arrays which provide additional Virus Coherence. These would be similar to the Scan Acquisition/Rangefinding/Pinpointing Arrays, which use the Spatial Attunement Unit (only in the T2) which drop from Data/Relic Sites. Maybe we can find more uses for them here, and for the High-Tech items? I like that Virus Strength is limited by your skills and the hull, but this might give more interesting choices than always using rigs like Memetic Algorithm Bank and Emission Scope Sharpener to increase coherence, and give the players more choice to have to constantly refit different arrays for different tasks, or be worse at either scanning, hacking data sites, or hacking relic sites.

  • Long Term - Potentially Advanced Archaology and Advanced Hacking skills and modules and sites that require them? The skill tree for this activity does include all of the scanning skills, and tanking skills to run the harder sites like the Gas sites and Sleeper Cache/Ghost sites. The Drifter Wormholes also require a good mix of offensive and defensive skills, as well as hacking. Just something to think about.



Interestingly I was thinking along the same lines. We have scanning mid slot modules now so why not strength/coherence increasing mid slot mods too; computer enhancements for the hacking modules.

Now I can choose if I want a relic hunting cepter with a mid slot or two to boost the hacking module or do I want both hacking modules with each being bonused for sleeper caches or some other combination. Or maybe I want to specialize further for a specific goal maximizing strength through skills and modules.

Choice, flexibility and game play with site iteration and evolution.

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Dino Zavr
Shadow Owls
#87 - 2016-04-30 10:14:25 UTC
Good idea.

ATM i fly interceptor with only T2 Relic Analyzer fitted as i hardly ever sacrifice my warp scrambler for Data Analyzer
It would be great if you implement the whole line of faction & storyline (or even dedspace and officer) scanning modules
Definitely it would be a matter of risk and choise to fit cheap or very expansive hardware to an exploration boat.

Thanks
Gustins
Deep Core Mining Inc.
Caldari State
#88 - 2016-05-11 09:09:18 UTC
Sorry if this has already been mentioned..
How about leaving lower stats as described (lower then T1/T2 analyzers), but add scripts that would minimize effects done by defensive subsystems (i.e. reduced virus suppressor coherence or less coherence restored by restoration node etc.)?
Trespasser
S0utherN Comfort
#89 - 2016-05-11 13:25:01 UTC
Honestly i feel you should just get rid of the "specialized" versions and just replace them with these Multi-use version.

Tzar Sinak
Mythic Heights
#90 - 2016-05-11 17:42:43 UTC
Trespasser wrote:
Honestly i feel you should just get rid of the "specialized" versions and just replace them with these Multi-use version.



There was a time when the "specialized" versions where of serious consequence in exploration. The profession has radically changed since then. While the module tiericide made many improvements and eliminated many modules, removing the "specialized" hacking modules is short sighted. Many of the eliminated modules through tiericide were redundant; there was no additional game play or reasonable choice to be had. Exploration has choice and reasonable game play.

I believe the way forward is to expand the content that is dependent upon these modules. Additional meta modules will expand choice of how this content can be tackled.

With the perspective of time, the efforts that were made to make scanning easier has made this profession's sandbox smaller and much less lucrative. It has become a simple beginners profession. Those of us that were dedicated explorers from 8 or more years ago have either moved on to other things, do it for relaxation or focused on combat exploration.

Food for though, combat exploration has not been iterated on since its introduction. Sleeper sites were a welcome breath of fresh air. Iteration is the key to prosperity now. Not the removal of profession based modules.

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CCP RedDawn
C C P
C C P Alliance
#91 - 2016-05-12 12:03:45 UTC
Hi all

After increasing the Strength of both of these multi analyzer to match their tech I & II variants, (which is a large buff), I'm lowering their utility element slots down to 1 on each. (decreased from 2)
This means that for choosing dual functionality with the same strength, you'll have to be a bit more tactile when it comes to your element usage.
The multi analyzers still retain an increased CPU requirement and 10 points less in Coherence. (And obviously the building costs)

As for module scripts, they have been talked about a lot internally and this is not however how we want to go with exploration at this very time.

In addition, both of these multi analyzers will be available for you to play around with next week on Singularity.

Team Genesis

Circumstantial Evidence
#92 - 2016-05-12 12:44:34 UTC
CCP RedDawn wrote:
After increasing the Strength of both of these multi analyzer to match their tech I & II variants, (which is a large buff), I'm lowering their utility element slots down to 1 on each. (decreased from 2)
Ouch, from 2 slots to 1. OK. Since strength is the key stat most aim for, making the T2 matched variant the go-to part for skilled players, what about giving the T1 variant 2 utility slots? Then the difference between the two is not just virus strength and ease of fitting. Someone able to fit the T2 variant, might choose the T1 variant for less complex site types, in order to have a bit more flexibility when activating utilities.
Jeremiah Saken
The Fall of Leviathan
#93 - 2016-05-12 14:31:49 UTC
CCP RedDawn wrote:
Hi all

After increasing the Strength of both of these multi analyzer to match their tech I & II variants, (which is a large buff), I'm lowering their utility element slots down to 1 on each. (decreased from 2)
This means that for choosing dual functionality with the same strength, you'll have to be a bit more tactile when it comes to your element usage.
The multi analyzers still retain an increased CPU requirement and 10 points less in Coherence. (And obviously the building costs)

As for module scripts, they have been talked about a lot internally and this is not however how we want to go with exploration at this very time.

In addition, both of these multi analyzers will be available for you to play around with next week on Singularity.

10 point less in coherence is not enough I think. It may be easily replaced by hardwire implants (worth 60 mil total). If such module will hit TQ I will never use T2s. Reducing utility slots to 1 is interesting change, it will be fun module to use.

So -15 coherence and we done here.

The manufacturing materiales amount stays the same? 1000 of each for better version?

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

CCP RedDawn
C C P
C C P Alliance
#94 - 2016-05-12 14:40:41 UTC
Jeremiah Saken wrote:
CCP RedDawn wrote:
Hi all

After increasing the Strength of both of these multi analyzer to match their tech I & II variants, (which is a large buff), I'm lowering their utility element slots down to 1 on each. (decreased from 2)
This means that for choosing dual functionality with the same strength, you'll have to be a bit more tactile when it comes to your element usage.
The multi analyzers still retain an increased CPU requirement and 10 points less in Coherence. (And obviously the building costs)

As for module scripts, they have been talked about a lot internally and this is not however how we want to go with exploration at this very time.

In addition, both of these multi analyzers will be available for you to play around with next week on Singularity.

10 point less in coherence is not enough I think. It may be easily replaced by hardwire implants (worth 60 mil total). If such module will hit TQ I will never use T2s. Reducing utility slots to 1 is interesting change, it will be fun module to use.

So -15 coherence and we done here.

The manufacturing materiales amount stays the same? 1000 of each for better version?


Yeah I'm going to keep the materials the same for now.
Let's see what the additional feedback from Singularity is before updating the Coherence, and/or the materials.

Team Genesis

elitatwo
Zansha Expansion
#95 - 2016-05-12 14:41:41 UTC
I hope there are some signatures to probe somewhere and maybe you can poke someone to remove a "few" citadels while you are at it?

Eve Minions is recruiting.

This is the law of ship progression!

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Circumstantial Evidence
#96 - 2016-05-12 15:21:34 UTC
Another reason I would advocate giving the T1 version 2 utility slots, even though it may still be less desirable than T2 for those who are skilled for that version, is to give the T1 variant something like a role, a goal of the ongoing tier-a-cide.

Another idea: what if the utility slots could only hold a utility "in memory" for a certain number of moves? That way you could keep two or three slots, but what they hold would decay at different rates, depending on the module. T1 might expire the last loaded utility after 3 moves, T2 might permit 4 moves before forgetting a utility.
CCP RedDawn
C C P
C C P Alliance
#97 - 2016-05-12 16:28:04 UTC
Circumstantial Evidence wrote:
Another reason I would advocate giving the T1 version 2 utility slots, even though it may still be less desirable than T2 for those who are skilled for that version, is to give the T1 variant something like a role, a goal of the ongoing tier-a-cide.

Another idea: what if the utility slots could only hold a utility "in memory" for a certain number of moves? That way you could keep two or three slots, but what they hold would decay at different rates, depending on the module. T1 might expire the last loaded utility after 3 moves, T2 might permit 4 moves before forgetting a utility.


During the initial designs of the hacking game, we created a defensive subsystem that when left alone for a certain amount of turns, would negate all of your collected and non collected elements.

Sounds like it's in the similar vein as what you're saying and this is something I'd still like to do.

Team Genesis

Bienator II
madmen of the skies
#98 - 2016-05-12 19:43:48 UTC
unrelated to the OP but i always thought it would be a cool idea to be able to overheat hacking mods. That would increase the hacking dps (or whatever the name of that is).


back on topic:
i never understood why there where different mods for data and relic sites, game mechanics wise they are identical, the only difference are assets and loot drop. (i already said that in the feedback thread back when the hacking was redesigned)

the only argument for that is fitting space, you have to decide what you take with you or refit with a depot or fit both and lose some other mod. Not sure if it is a good enough argument however.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

David Tellier
Imperial Shipment
Amarr Empire
#99 - 2016-05-12 20:11:26 UTC
To be honest, I have a profound dislike over the minigame itself. There is nothing more frustrating than hitting 3 Supressors nodes in a row with T1 modules. I usually just cancel the attempt altogether.

I would definitely revisit the 13 days training time for T2 analyzers. The fact that exploration is something that is often suggested to newbies as a starting way to make ISK is also kind of silly. If the first thing I had done in EVE was hacking, I don't think I would still be playing today.
Tipa Riot
Federal Navy Academy
Gallente Federation
#100 - 2016-05-13 14:06:43 UTC
Interesting tweak with the slots, still think it will be a niche product. I don't want to sacrifice efficiency on relic sites just to be able to also run data sites.

I'm my own NPC alt.